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The Armoury

Long Axe

The Long Axe is a popular weapon in the northern reaches of the Old World where it can be used to cut timber just as easily as in warfare. These weapons function more through proper leverage than through sheer weight, and how the weapon is wielded will determine the potency of the weapon.
Models wielding a Long Axe may either swing it with two-hands, which essentially makes it a great weapon (+2 to strength, always swing last unless charging), or they may swing it with one-hand, which instills a -1 saving throw modifier to the opponents armor save. When wielded with one hand, the combatant may use a shield.

A unit may swing the weapon with two-hands in one close combat phase and then choose to use one hand in the next. However, they may not use a shield during this combat as it is presumed to be slung on their back, and the entire unit must use the same swing method.
USING THE ARMY LIST

Army lists enable two players to choose armies of equal points value to fight a battle, as described in the main body of the Warhammer rules. The following list has been constructed with this purpose in mind.
The list can also be used when playing specific scenarios, either those described in the Warhammer rulebook or others, including ones invented by the players. In this case, the list provides a framework, which the players can adapt as required. If you refer to the Scenarios section of the Warhammer rulebook (pages 196-213), you'll find a variety of examples.


Army List Organization

The army list is divided into four sections:

Characters

Characters represent the most able, skilled and successful individuals in your army. These form a vital and potent part of your force.

Core Units

Core Units represent the most common warriors. They usually form the bulk of the army and will often bear the brunt of the fighting.

Special Units

Special Units are the best of your warriors and include common engines of war. They are available to your army in limited numbers.

Rare Units

Rare Units are so called because they are scarce compared to your ordinary troops. They represent unique units, uncommon creatures and unusual machines.

Choosing an army

Both players choose armies to the same agreed points value. Most players find that 2,000 points is about right for a battle to last an evening. This value is the maximum number of points you can spend on your army. You may find it is impossible to use up every last point. Most 2,000 point armies will therefore be something like 1,998 points or 1,999 points, but they are still '2,000' point armies for the purposes of the game. You may not exceed, by any number, the predetermined points value for a specific game.

Choosing characters

Characters are divided into two broad categories: Lords (the most powerful characters) and Heroes (the rest). The maximum number of characters an army can include is shown on the chart below:

Army Points
Max. Total Characters
Max. Lords
Max. Heroes
less than 2,000
3
0
3
2,000 or more
4
1
4
3,000 or more
6
2
6
4,000 or more
8
3
8
Each +1,000
+2
+1
+2

An army does not have to include the maximum number of characters allowed. However, an army must always include at least one character: the General. An army does not have to include Lords, it can include all of its characters as Heroes if you prefer. At the beginning of the battle, choose one of your characters to be the General and make sure you let your opponent know which one it is.

Choosing troops


Troops are divided into Core, Special and Rare units. The number of each type of unit available depends on the army's points value, indicated on the chart below:
Army Points Value Core Units Special Units Rare Units

Army Points
Core Units
Special Units
Rare Units
less than 2,000
2+
0-3
0-1
2,000 or more
3+
0-4
0-2
3,000 or more
4+
0-5
0-3
4,000 or more
5+
0-6
0-4
Each +1,000
+1 minimum
0 to +1
0 to +1

In some cases other limitations may apply to a particular kind of unit. This is specified in the unit entry

Unit Entries

Profiles. The characteristic profiles for the troops in each unit are given in the unit entry. Where several profiles are required these are also given, even if they are optional.
Unit Sizes. Each entry specifies the minimum size for each unit. In some cases units also have a maximum size.

Weapons and Armor. Each entry lists the standard weapons and armor (if any) for that unit type. The value of these items is included in the point value.
Armor Save. This is the armor save of the unit as it is described under the weapons and armor section. Items purchased under the options section may adjust the armor save.
Options. Lists the different weapons, armor and equipment options for the unit and any additional points cost for taking them. It may also include the option to upgrade a unit member to a Champion (although often by another name), a Standard Bearer or Musician. A Champion will have the same profile as the rest of the unit, except he will have +1BS if he is part of a unit armed with missile weapons. Otherwise, he will have +1A.

Special Rules. Any Special rules pertaining to the troop type are detailed under this section.

Lords

Lords are the most powerful characters in the army, and some of the most potent fighters and magic users in the Warhammer world. They are severely limited in number and are quite expensive, but make the best army Generals.

Lord
Points/model: 80
 
M
WS
BS
S
T
W
I
A
Ld
Lord
4
5
5
4
4
3
5
3
9
Warhorse
8
3
0
3
3
1
3
1
5
Bear
4
3
0
5
4
2
3
2
6
Griffon
4
3
0
5
4
2
3
2
6

Equipment: Hand weapon.

Options:

· May choose a lance (+6 pts), a Long Axe (+10 pts), or a pistol (+10 pts).
· May also choose either a bow (+10 pts), or a handgun (+15 pts).
· May wear either light armor (+3 pts), or heavy armor (+6 pts), and may also carry a shield (+3 pts).
· May ride a warhorse (+15 pts), which can have barding (+6 pts), bear (+30 pts), or a Griffon (+200 pts).
· May choose magic items from the Common or Kislev magic items lists, with a maximum total value of 100 pts.

Special Rules: A Griffon can fly, causes terror, and counts as a large target. Unit Strength for a Griffon with rider is 5. Bears cause fear. If they score a hit with both attacks they may combine them into a single Strength 8 hit. These attacks may only be used against opponents with a unit strength of 2 or less.

Ice witches

Ice witches are very powerful snow maidens. They have a very strong tie to the cold and icy lands of Kislev and wield terrifying powers as they command the frost and the ice.

Ice Witch
Points/model: 180
 
M
WS
BS
S
T
W
I
A
Ld
Ice Witch
4
4
3
3
3
3
5
4
10
Warhorse
8
3
0
3
3
1
3
1
5
Driver & Sled
-
3
0
3
4
3
3
1
-

Equipment: Hand weapon.

Magic: An Ice Witch is a Level 3 Wizard. She uses spells from the Lore of Ice spell list.

Options:
· May wear either light armor (+3 pts), or heavy armor (+6 pts).
· If not wearing armor, she may be upgraded a Level 4 Wizard for +35 pts.
· May ride a warhorse (+15 pts), which can have barding (+6 pts), or she may ride in a sled for +30 points.
· May choose magic items from the Common or Kislev magic items lists, with a maximum total value of 100 pts.

Special Rules: The sled profile represents 1 sled with a driver, pulled by 2 warhorses. Missile attacks on the sled will strike the sled on a d6 roll of 1-4, and the Ice Witch on a 5+. In Close Combat, the attacker may choose which target he will strike at. The sled is not a chariot, and will not do impact damage when it charges. It has a 5+ armor save.

Shaman Lord

While the female sorcerers study the ways of Ice Magic and aspire to become an Ice Witch, the males study the lores of the wilderness and become great Shamen.

Shaman Lord
Points/model: 175
 
M
WS
BS
S
T
W
I
A
Ld
Shaman Lord
4
3
3
3
4
3
3
1
8
Warhorse
8
3
0
3
3
1
3
1
5
Bear
4
3
0
5
4
2
3
2
6

Equipment: Hand weapon.

Magic: A Shaman Lord is a Level 3 Wizard. He may choose one of the following Lores: Beasts, Heavens, Life.

Options:

· May be upgraded to a Level 4 Wizard for +35 points.
· May ride a warhorse (+15 pts), which can have barding (+6 pts), or a Great Bear (+30 pts).
· May choose magic items from the Common or Kislev magic items lists, with a maximum total value of 100 pts.
Special Rules: Bears cause fear. If they score a hit with both attacks they may combine them into a single Strength 8 hit. These attacks may only be used against opponents with a unit strength of 2 or less.


Heroes

Heroes are great fighters, and on the battlefield their presence can swing a closely fought combat

One Hero in the army may carry a Battle Standard for +25 pts. The Hero carrying the Battle Standard cannot choose any extra weapons, nor can he use a shield.
If a Hero is carrying the Battle Standard, he can have any magic banner from the Kislev or Common magic items lists (no points limit), but if he carries a magic banner he cannot carry any other magic items. The Battle Standard Bearer cannot be your army's General.

Hero
Points/model: 50
 
M
WS
BS
S
T
W
I
A
Ld
Lord
4
5
5
4
4
2
5
3
8
Warhorse
8
3
0
3
3
1
3
1
5
Bear
4
3
0
5
4
2
3
2
6

Equipment: Hand weapon.

Options:
· May choose a lance (+4 pts), a Long Axe (+6 pts), or a pistol (+7 pts).
· May also choose either a bow (+7 pts), or a handgun (+10 pts).
· May wear either light armor (+2 pts), or heavy armor (+4 pts), and may also carry a shield (+2 pts).
· May ride a warhorse (+10 pts), which can have barding (+4 pts), or a Great Bear (+30 pts).
· May choose magic items from the Common or Kislev magic items lists, with a maximum total value of 50 pts.

Special Rules: Great Bears cause fear. If they score a hit with both attacks they may combine them into a single Strength 8 hit. These attacks may only be used against opponents with a unit strength of 2 or less.


Shaman

While the female sorcerers study the ways of Ice Magic, the males study the lores of the wilderness and become great Shamen.

Shaman
Points/model: 60
 
M
WS
BS
S
T
W
I
A
Ld
Shaman
4
3
3
3
3
2
3
1
7
Warhorse
8
3
0
3
3
1
3
1
5

Equipment: Hand weapon.

Magic: A Shaman is a Level 1 Wizard. He may only cast spells from the Lore of Beasts.

Options:
· May be upgraded to a Level 2 Wizard for +35 pts.
· May ride a warhorse (+10 pts), which can have barding (+4 pts).
· May choose magic items from the Common or Kislev magic items lists, with a maximum total value of 50 pts.


Snow Maiden

Snow Maiden
Points/model: 65
 
M
WS
BS
S
T
W
I
A
Ld
Snow Maiden
4
4
3
4
3
2
3
2
8
Warhorse
8
3
0
3
3
1
3
1
5

Equipment: Hand weapon.

Magic: A Snow Maiden is a Level 1 Wizard. She may only cast spells from the Lore of Ice.

Options:
· May wear either light armor (+2 pts), or heavy armor (+4 pts).
· If not wearing armor, she may be upgraded to a Level 2 Wizard for +35 pts.
· May ride a warhorse (+15 pts), which can have barding (+6 pts).
· May choose magic items from the Common or Kislev magic items lists, with a maximum total value of 50 pts.

 

 
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